Wuchang: Fallen Feathers Interview – Weapon Variety, Environments, and More

The development team behind upcoming action RPG Wuchang: Fallen Feathers spoke to us about various aspects of the game.

Posted By | On 23rd, Jul. 2025

Wuchang: Fallen Feathers Interview – Weapon Variety, Environments, and More

Wuchang: Fallen Feathers is a new Souls-styled action RPG with an emphasis on its flashy combat. The title is currently in development for PC, PS5 and Xbox Series X/S, and will be hitting stores later this year. While we’ve seen quite a bit of Wuchang: Fallen Feathers thanks to its trailers, the development team over at Leenzee Games were kind enough to have a chat with us about various aspects of the game.

It’s looking like weapon variety is going to be front and center in Wuchang: Fallen Feathers. Roughly how many different weapon types will the game feature, and how significantly will they impact one’s play style?

Currently, the game has a total of 5 weapon modules, such as long spears, double swords, axes, etc. Each module contains several different weapons. In addition to individual weapons, “Wuchang” created a shared resource system that combines the main and auxiliary weapons together. Different weapons have unique ways of accumulating feathers. Feathers are not just skill consumables, players can also consume feathers to quickly switch weapons and seamlessly release skills. Different weapon skills consume different types of feather. The number of feather capped at 5, and you can combine them to create a 3 + 2, 4 + 1, or 11111 powerful combo. Wuchang encourages players to form and master their own skill set by adding some combinations to it.

With Wuchang: Fallen Feathers set to feature multiple endings, can you give us an idea of how many different possible endings there are in the game, and how significantly they can vary based on players’ actions throughout a playthrough?

The side quests will affect the main story. Currently, there are more than 3 endings, and they are completely different endings, indicating the completely different fates of Wuchang.

Wuchang Fallen Feathers_02

What has your approach to level design been in Wuchang: Fallen Feathers? How open-ended will the levels be, and how much will the game encourage exploration, optional content, and rewards based on such content?

We designed the game map according to the design ideas of Dark Souls 1. We hope that players can pay more attention to the landmark buildings in the scene, the roads and terrain in the game, rather than searching by looking at the map. In this way, when players find shortcuts and routes in the game, they can get the sense of surprise brought by exploration.

Co-op can often be a crucial part of the experience in Soulslikes. Will Wuchang: Fallen Feathers feature such multiplayer options?

There is multiplayer features in Wuchang: Fallen Feathers.

How significantly will locations and environments differ from each other in terms of both design and their aesthetic?

As mentioned, the map design of the game is designed according to the idea of ​​​​Dark Soul 1. All large maps are seamlessly connected, and what you see is what you get. The game encourages players to understand the stories of all characters and explore the map, which will generate rewards, and all the player’s behaviors and choices will affect the main and branch lines and ultimately affect the ending.

Wuchang Fallen Feathers_01

Roughly how long will an average playthrough of the game be?

About 40 ~ 60 hours on average.


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